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Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.Wild Empathy (Ex): This power works like the druid?s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.SEE WIKIPEDIA ENTRY:UnicornSystem Reference Document -> List of Creatures (SRD)

This article is a D20 reference pageThe System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.